February 21 marked The Legend of Zelda’s 40th anniversary - and February 27 the 25th anniversary of Oracle of Ages & Oracle of Seasons on GBC
To celebrate, here's a 2.5D recreation of Lynna City (Present) - from Ages in #Crocotile3D! (1/2)
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Posts by Ryuzach
The feeling is mutual!
Always happy to hear your work whenever it pops up on my playlist too!
Although a small addition, our Map Editor buttons now have hover-over descriptions!
Why not follow suit and hover-over and click that follow button?
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ᴼᵘʳ ᴹᵃᵖ ᴱᵈᶦᵗᵒʳ ʷᶦⁿdow can now be resized.
Take a look!
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"We have Mode 7 at home"
Mode 7 at home:
These tiles are for demonstration purposes only, and are from the Final Fantasy series.
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We now have multi-tilesheet placement working!
Here you can see a mixture of tiles from some of our favorite games.
(Tiles are for demonstration purposes only)
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And now for a demonstration of tile placement (No, not the kind you find in a kitchen - though, maybe...)
These tiles are for demonstration purposes only, and are from the Dragon Quest series.
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In a big (or small) addition to our Map Editor, it is now capable of resizing maps.
ᴺᵉᵃᵗ!
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For a little bit of polish the object and tile cursor now remains in place when leaving the mapping area of our Map Editor.
A truly 'stunning' development.
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The Map Editor has been updated with a refresh button on the object panel.
This button allows for external objects to be loaded in for quick use!
Refreshing, isn't it?
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While our posting schedule appears to have 'dropped down' a day, it's thematically relevant! Because the Map Editor now has a dropdown menu for selecting different tilesets.
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Following yesterday's scroll wheel compatibility, the Tile tab now has a scroll bar! (Though you can't order drinks at it).
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Tile scrolling was updated in our Map Editor to work with the scroll wheel.
We're on a sc-roll!
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The Side Panel's Tile section in our Map Editor was further fleshed out, now with better Tile selection using the arrow keys.
Look at that selection box - what's not to love?!
(PS: These are purely test tiles)
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Early visual Tile selection was added to the Map Editor's Side Panel, giving us the novel ability to see what it is we're placing - Oh, And it scrolls!
Ignore the test tiles, @ryuzach.bsky.social is quite fond of questing for dragons.
#Coloris #IndieDev #Pixelart #IndieGame #GameMaker
Now to show you a test environment, which has been carefully crafted with great care and attention to detail, and not at all randomly slapped together for a social media post!
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Ever get the feeling of déjà vu? Like you've entered a room you've been in before?
Well we've integrated it into our development workflow, with the ability to load maps - now using a button!
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🖌️Meet Iris!
A plucky young painter from a colorful archipelago.
With her trusty paintbrush she's ready to take on the world.
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Here's where things start to get fancy, with visuals of our in-game Objects populating our side panel.
Money might not grow on trees, but trees can... grow in our Map Editor?
...they can't all be winners
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The Map Editor then gained a moveable side panel, which will be used for viewing and selecting Objects and Tiles.
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The Map Editor begins to 'click' into place as a fully-fledged program with the addition of a UI and it's first few buttons!
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And now we're getting to an important part of any Map Editor, actually saving and loading objects in a map!
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Next up our level editor gained the ability to save and load maps and tiles.
Check it out!
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Different cursor depths are also supported in our Level Editor, for tiling in different tiers.
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Different Camera modes have also been added to our Level Editor.
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Mouse Controls were also added to the Level Editor!
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...And tiles have layers, too.
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Onions and Ogres are not the only things that have layers, as they can be created in Coloris' Level Editor too.
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Now you see objects... now you don't!
Object layer hiding is also in our Level Editor.
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Objects AND Tiles working in the Level Editor? Impossible!
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